and Gamified
Learning Resources
DRRE Games and Gamified Learning Resources
Interactive games and gamified learning resources for disaster preparedness, risk awareness and resilience education.
Brief Description
A strategy and community-planning game in which players prepare settlements for tsunami, earthquake, flood, wildfire and hurricane scenarios. Players make decisions about land use, buildings, protective measures, budgets and time before the hazard occurs.
Age and suitability
Upper primary recommended, with teacher guidance. The current official material describes the game as suitable for children and adults but does not publish a fixed age rating. Its language, planning demands and interface make it most appropriate for older primary pupils working in pairs or groups.
Educational Use
Risk, exposure and vulnerability - prevention and mitigation - community planning - resource allocation – decision making and reflection.
Provider / Scope
United Nations Office for Disaster Risk Reduction (UNDRR) - International
Brief Description
A game-show-style interactive quiz linked to emergency-safety learning. Pupils respond to questions about hazards and appropriate actions.
Age and suitability
Best suited to lower-primary pupils with teacher facilitation. It is most effective when the teacher explains vocabulary and discusses the reasons behind each answer.
Educational Use
Hazard recognition - appropriate emergency responses - formative assessment - recall and whole-class discussion.
Provider / Scope
Triple Zero Kids’ Challenge / Australian emergency-service partners - Australia
Brief Description
A short simulation in which players manage a coastal property while sea level rises and storm impacts increase. They choose among measures such as building a seawall, moving the house or relocating.
Age and suitability
The official provider states that the game works best for people over 10; younger children may participate with guidance. The brief gameplay should be followed by comparison of choices and discussion of why different adaptation pathways produce different outcomes.
Educational Use
Coastal hazards - sea-level rise - climate adaptation - timing and limits of protective measures - cost and long-term consequences.
Provider / Scope
NIWA / Earth Sciences New Zealand - New Zealand
Brief Description
An eight-level emergency-preparedness game covering storms, floods, home hazards, earthquakes, tsunami, pandemic, volcanoes and a fictional final scenario. Pupils collect emergency items, identify hazards and practise protective actions.
Age and suitability
Officially designed for children aged 6–12. The wider school resource supports Years 1–8. It should be used on computers or Chromebooks, and the levels should be previewed before teaching, particularly the pandemic content.
Educational Use
Emergency kits - hazard recognition - Drop, Cover and Hold - tsunami evacuation - preparedness messages - family and community safety.
Provider / Scope
New Zealand National Emergency Management Agency / Get Ready, Auckland Emergency Management and Geo AR - New Zealand
Brief Description
A role-based river-flood adaptation game in which participants make community decisions about climate change, flood protection, wellbeing, values and adaptation choices.
Age and suitability
No fixed age band is stated on the official page. Recommended for upper primary with structured teacher facilitation. It should be implemented with the NIWA learning-support sequence and facilitated discussion.
Educational Use
River flooding - climate adaptation - competing perspectives - community decision-making – values - trade-offs and consequences.
Provider / Scope
NIWA / Earth Sciences New Zealand - New Zealand
Brief Description
Players move through different locations and select items needed for an emergency supply kit. The activity provides immediate feedback and supports creation of a practical checklist.
Age and suitability
Suitable for primary pupils, especially middle primary. Younger pupils may require vocabulary support. Simple, focused and suitable for a short classroom activity.
Educational Use
Emergency supplies - distinguishing essential from non-essential items - household preparedness - prioritization and practical safety planning.
Provider / Scope
Federal Emergency Management Agency (FEMA) / Ready Kids - United States
Brief Description
An interactive graphic-novel adventure in which players guide characters through wildfire, tornado, hurricane and blackout, home fire, winter weather, earthquake and tsunami, flooding and extreme-heat situations.
Age and suitability
Best suited to middle and upper-primary learners who can follow English narrative text, with teacher support. Text-heavy and entirely in English. Classroom use is more effective when the teacher pauses after each level to discuss the decisions made.
Educational Use
Preparedness actions before, during and after emergencies - hazard-specific safety choices - scenario analysis and discussion.
Provider / Scope
Federal Emergency Management Agency (FEMA) / Ready Kids - United States
Prepare with Pedro: An Adventure in Emergency Preparedness

Brief Description
A printable game and preparedness programme using the character Pedro the Penguin. Learners identify hazards and practise protective actions through stories, games, songs and hands-on activities.
Age and suitability
Designed principally for kindergarten to Grade 3, especially lower-primary pupils. Not a standalone digital game. It is particularly useful where teachers need a low-technology, classroom-based resource for early primary education.
Educational Use
Hazard awareness - protective behavior - emergency preparedness - communication and active participation by younger children.
Provider / Scope
American Red Cross and Federal Emergency Management Agency (FEMA) - United States / international use
Brief Description
A nationwide safety competition combining practical civil-protection and self-protection exercises with sport, play and team participation.
Age and suitability
Primarily intended for third- and fourth-grade elementary classes. A gamified programme and competition rather than a standalone digital game. Its educational value depends on organised school participation and practical facilitation.
Educational Use
Emergency behavior – prevention - self-protection – teamwork - civil-protection awareness and community safety.
Provider / Scope
Austrian Civil Protection Association (ÖZSV), supported through Austria’s civil-protection system - Austria
Games for Disaster Risk Reduction (DRR) Collection
https://www.preventionweb.net/collections/games-disaster-risk-reduction-drr

Brief Description
A curated collection of digital games, simulations, educational materials and interactive resources addressing multiple hazards and resilience themes.
Age and suitability
Varies by individual resource. Teacher review is required to determine age level, language, hazard content and curricular relevance. This is not a single game. Every linked item should be checked separately for suitability, technical access, language, cost and current availability before classroom use.
Educational Use
Serious games – Problem Based Learning - preparedness decisions - comparison of hazard-specific game designs and identification of additional resources.
Provider / Scope
PreventionWeb / United Nations Office for Disaster Risk Reduction (UNDRR) - International








